I do low jab, move to F, d/f, d+mk, d/b, b, f, hcf+p
Yeah. I’m gonna say A is better than C Rolento. Even if the othe opponent sees the activation coming, he still has mixup options to get damage in. And it’s also possible for him to combo into his custom after a jump-in, which is a good thing since Rolento is just so mobile. activate-cr roundhouse is a good whiff punisher.
hes also one of the few characters that can punish opponents with his CC consistently from half screen away along with bison, and maybe iori and hibiki. saks, blankas and vega’s CC seems to miss often if only the tip connects.
besides even if his stuff gets blocked, he can go for resets which are almost as good as hibikis. u miss the trip wire super, chances are you’ll eat some big damage.
i’ll say C rolento is better vs blanka tho
GalzPanic- thanks, i don’t know why i didn’t think of something like that initially.
box- rolento’s “mixup” options aren’t too hot because most can just be rolled out of. i know, in the SBO2 finals kichinii did some spacing to KKK hop crossup mk, but it’s rollable. plus, his blocked CC does ZERO chip damage. you can combo into trip wire after a jump in much easier than a CC (and it’s quicker to allow for comebacks). rolento’s crouching rh comes out in 8 frames, so activate into crouching rh will only catch the LAGGIEST moves.
Ouroborus- like i said, rolento’s “mixup” options aren’t too hot, and they’re DEFINITELY not comparable to hibiki’s. and rolento is at -11 after his trip wire is blocked, but you should ONLY be using a level 3 trip wire if it’s guaranteed (like after a crossup mk, crouching mk, level 3 OR jumping mp, crouching mk, level 3 OR counter hit standing jab, crouching mk, level 3).
WHO IS BETTER, C-GROOVE OR P-GROOVE ROLENTO? A-rolento is good, sure, but he’s not rolento’s best version.
peace
That random Rolento guy sucks. What is this forum all full of a bunch of Smoothcats who think he’s Jesus?
Rolento with a level 3 super is absolutely deadly. Now not only does he have the best runaway capabilities in the entire game (made even stronger with air-block), but he also has one of the strongest foosties game now too.
Far s.MK hits mid, has far range, and comes out in SIX frames. That’s faster than Sakura, Kyo, or Ken’s far s.HK. That’s Sagat far s.HP fast, only it’s completely safe on the block at -1. JD safe too! (which Sagat fierce is not) Sure any groove Rolento has the slide, but can A-Rolento punish whiffs with far s.MK xx super?
What other hit confirmable combos does Rolento have outside of s.LP x 3, d.LP xx level 3 trip wire?
You know that cheap 50/50 death mixup Todo does with his d.LP, RC grab, and sweep? Rolento can peace Todo the f–k out with 3 frame d.LP xx level 3 trip wire any time he blocks a sweep.
If you like to run away ALL day then randomly activate to get out of a hot situation whenever the opponent does manage to get in on you, by all means, use A-Rolento. If you’re a player like me, and actually enjoys fighting his opponents instead of being a coward all day, pick C, N, K, or P groove instead.
C Rolento, is way too buff… Ill say, P groove Rolento has more style points though…?
i’m gonna solve your stupid arguments right now. first of all if you cant combo st. jab, st. jab, cr. jab xx level 3 then A groove is better. if you can do that combo its still a close call. the difference is in how you play. people who run away building meter up and RCing the jumps of course A rolento is better. whats better than jumping back invincibly, and gaining meter for free. if you like to fight and have decent footsies and of course know how to use that jab cr. jab tripwire combo then C is probably better. C rolento is theoretically better but random activation is probably the best tactic in the whole game. if you play C rolento you must know a few things. RC scouter jumps, the right times to alpha counter, jabs into tripwire combo, and you need to know how to punish whiffs with st. mk level 3 tripwire. only when you know all of these functions and can use them to your advantage will C be better than A for rolento. all A rolento really needs to know is RC scouter jump and how to build meter safely. the learning curve is much higher for C rolento because he becomes deadly only when you can combo tripwire. A rolento’s game revolves around his custom and he really has no good ways to guarantee that he’ll hit it. but having mixups while in his custom is good and the way he builds meter is safer than anybody else in the game. A Rolento vs C Rolento is easy. if you suck and post on SRK too much than A Rolento is better. and if youre good and can combo in tripwire and punish with st. mk then C is better. and also if youre really really bad and cant even do rolento’s custom much less then C is better for the damage boosts and airblock.
Josh is my hero.
Also, any Rolento but A benefits from counter hit s.jab better (and Rolento WILL get a counter hit s.jab).
how would Ken P-Groove rank o.O , cvs2 isn’t 3s but ken and parry seem hand in hand for me for some odd reason o.O
ummmmm, but what about my initial question- C-groove or P-groove rolento, which one is better and why (NOT INCLUDING A-GROOVE ROLENTO)?
kcxj- good points. and since bison is at -4 after his 1 hit scissor kicks, rolento can do crouching jab into level 3 and punish bison’s “safe” block strings.
GunterJPN- unless you’re raged/have your stock broken/in red life with a max bar, then K/N/S rolento doesn’t benefit from counter hit standing jab anymore than A-groove. only C/P rolento can combo into a level 3 from a counter hit standing jab without special circumstances (besides actually having the meter).
peace
But since they have that opportunity, then they DO benefit more than A don’t they?
since A groove is the only groove incapable at all of having a level 3 super then A groove really doesnt benefit from counterhit jab. if you’ve got quick eyes you could activate immediately after the counterhit jab ends and combo into custom but its so much simpler for level 3 super off a low jab. C vs P rolento is a good theoretical argument but since in a real match words dont mean anything i wont even say anything. just watch bouya and shiro vids. you should know they both have their own advantages but theyre too different to compare. but i think rolento is definately one of the best P characters. up there with cammy, kyo, and sagat.
Arguing C vs P Rolento is a moot point, IMO. I think that C makes the most of Rolento’s best feature - his safe alpha counter. However, Rolento’s also good in P because of safe anti-airs and ability to do fat combos off of a parry with relative ease AND having a low jump threat. So, I guess C is suited to Rolento, and Rolento is suited to P. Regardless, they both have the level 3, which lets Rolento have huge comebacks REALLY fast.
i still don’t understand how people find a way to dl the vids i capture…
Did everyone just forget about s.jab link c.forward? I know its a one frame link, but not off c. hit, and the one frame link isnt even IMPOSSIBLE. I do 2/3 s.jabs into c.forward more than I think I will (I will admit however, that I dont go into patriot circle everytime because I think it wont hit), but I think it’s a viable option, especially if you do 1 jab into c.foward all the time. If its a counter hit you’ll hit that link then get a free patriot circle, which is good damage + knockdown, and then you have rolento’s fairly good knockdown options after knockdown + momentum. Is there something I’m forgetting or just the practicality of the combo?
Yeah ski, it seems more lenient than 1 frame to me. I get it like 60-70% of the time, much more than others.
very well said. i prefer P-rolento myself, but that’s just me.
ANYWAYS
here’s a new topic for discussion- yamazaki. what’s holding him back from the upper mid tier? is it lack of a far ranged AA (outside of RC mp whip, which IS tough to do consistently) or something else? i know viscant swears by him, and his offense and mixups in a run groove are really strong. any input?
hmmm…
Yamazaki is great at zoning, IMO thats all that he has going for him. He has no real anti airs other than, lp whip, and qcf lp maybe…however these are hard to do because of the massive start up time. Yamazaki as a rush down character :xeye: not to sure about that. Like I said all that I can see Yama diong is really Zoning out your opponent, pushing him back with qcb k, qcf hp when opponent’s are close.
After much reaading, watching of vids and playing at MGL and SVGL. I think I’ve got a somewhat solid list of the ‘best’ characters for each groove. Not sure if this should be in it’s own thread, but since this is basically ‘all tier’ stuff, I guess it goes in here.
Mind you the -exact- placements don’t really matter, just a rough idea of where it seems like the best characters rank out. Also the further down the listings you go the more debate you’ll end up finding. Like for A-Groove I think anything past the first 4 is debateable between Hibiki, Vega, Ken, etc.
A Groove Top 8:
- Sakura
- Bison
- Blanka
- E. Honda
- Hibiki
- Vega
- Ken
- Rolento
K Groove Top 8:
- Sagat
- Geese
- Blanka
- Cammy
- Rock
- Kyo
- Hibiki
- Joe
C Groove Top 8:
- Sagat
- Chun-Li
- Guile
- E. Honda
- Rolento
- Blanka
- Ken
- Cammy
N Groove Top 8:
- Chun-Li
- Iori
- Blanka
- Sagat
- Ken
- Vega
- Akuma
- Morrigan / Vice (Basically whoever Buk says rules more)
P Groove Top 8:
- Cammy
- Kyo
- Rolento
- Sagat
- Vega
- Chun-Li
- Ken
- Eagle
(This is v. argueable once you get this low, since there are really only like 10 -good- P Groove chars. Joe would probably be just under Eagle for example.)
S Groove Top 8:
- Cammy
- Bison
- Sagat
- Sakura
- Chun-Li
- Blanka
- Athena
- Ryu
(Same as P. Very few characters that are really -good- and then about a million are the same)
FAR s.strong is a great anti-air. What Yamazaki lacks is a CLOSE anti-air. Close s.fierce works sometimes, so does close s.strong and s.jab. But they aren’t consistent. So what I do is j.strong and meet them in the air. J.Strong is a great air-to-air move, and I rarely see any other Yama players use it.
Yamazaki is one of my favorite characters. I used to think that N was his best groove, but now I live by A-Yamazaki. No one will ever agree with me on this point, but I honestly believe that A is his best groove. His B&B builds up 1/4 meter almost, so he’s a great battery; roll-CC is the exact same as roll-Super, but you can CORRECT it if it’s blocked; quick overhead CC on tall characters… the only thing he loses from C is an anti-air, and no one is going to jump at C-Yamazaki (the groove MOST people consider his best) when he’s charged anyway.